New map generator added (and SQLite, messed up the commits at that time...) (import...
[oweals/minetest.git] / src / farmesh.cpp
index e4847966f5e2617195c6b085d0c47636d10d93b2..dbff728b199d1610d3d8093a52a732f2af5d3483 100644 (file)
@@ -27,26 +27,54 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "debug.h"
 #include "noise.h"
 #include "map.h"
+#include "client.h"
+
+/*
+       Temporarily exposed map generator stuff
+       Should only be used for testing
+*/
+//extern double base_rock_level_2d(u64 seed, v2s16 p);
+//extern double get_mud_add_amount(u64 seed, v2s16 p);
+extern s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
+extern bool get_have_sand(u64 seed, v2s16 p2d);
+extern double tree_amount_2d(u64 seed, v2s16 p);
+
 
 FarMesh::FarMesh(
                scene::ISceneNode* parent,
                scene::ISceneManager* mgr,
                s32 id,
-               u64 seed
+               u64 seed,
+               Client *client
 ):
        scene::ISceneNode(parent, mgr, id),
        m_seed(seed),
        m_camera_pos(0,0),
-       m_time(0)
+       m_time(0),
+       m_client(client),
+       m_render_range(20*MAP_BLOCKSIZE)
 {
        dstream<<__FUNCTION_NAME<<std::endl;
+       
+       video::IVideoDriver* driver = mgr->getVideoDriver();
 
-       m_material.setFlag(video::EMF_LIGHTING, false);
-       m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
-       m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_material.setFlag(video::EMF_FOG_ENABLE, false);
-       //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
-       //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       m_materials[0].setFlag(video::EMF_LIGHTING, false);
+       m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
+       //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
+       m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
+       m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
+       //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
+       //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
+       
+       m_materials[1].setFlag(video::EMF_LIGHTING, false);
+       m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
+       m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
+       m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
+       m_materials[1].setTexture
+                       (0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
+       m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
 
        m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
                        BS*1000000,BS*31000,BS*1000000);
@@ -58,13 +86,24 @@ FarMesh::~FarMesh()
        dstream<<__FUNCTION_NAME<<std::endl;
 }
 
+u32 FarMesh::getMaterialCount() const
+{
+       return FARMESH_MATERIAL_COUNT;
+}
+
+video::SMaterial& FarMesh::getMaterial(u32 i)
+{
+       return m_materials[i];
+}
+       
+
 void FarMesh::OnRegisterSceneNode()
 {
        if(IsVisible)
        {
                //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-               //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
        }
 
        ISceneNode::OnRegisterSceneNode();
@@ -73,18 +112,37 @@ void FarMesh::OnRegisterSceneNode()
 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
 
 // Temporary hack
-core::map<v2s16, float> g_heights;
+struct HeightPoint
+{
+       float gh; // ground height
+       float ma; // mud amount
+       float have_sand;
+       float tree_amount;
+};
+core::map<v2s16, HeightPoint> g_heights;
 
-float ground_height(u64 seed, v2s16 p2d)
+HeightPoint ground_height(u64 seed, v2s16 p2d)
 {
-       core::map<v2s16, float>::Node *n = g_heights.find(p2d);
+       core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
        if(n)
                return n->getValue();
-       float avg_mud_amount = 4;
-       float gh = BS*base_rock_level_2d(seed, p2d) + avg_mud_amount*BS;
-       //gh *= 10;
-       g_heights[p2d] = gh;
-       return gh;
+       HeightPoint hp;
+       s16 level = find_ground_level_from_noise(seed, p2d, 3);
+       hp.gh = (level-4)*BS;
+       hp.ma = (4)*BS;
+       /*hp.gh = BS*base_rock_level_2d(seed, p2d);
+       hp.ma = BS*get_mud_add_amount(seed, p2d);*/
+       hp.have_sand = get_have_sand(seed, p2d);
+       if(hp.gh > BS*WATER_LEVEL)
+               hp.tree_amount = tree_amount_2d(seed, p2d);
+       else
+               hp.tree_amount = 0;
+       // No mud has been added if mud amount is less than 1
+       if(hp.ma < 1.0*BS)
+               hp.ma = 0.0;
+       //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
+       g_heights[p2d] = hp;
+       return hp;
 }
 
 void FarMesh::render()
@@ -93,16 +151,17 @@ void FarMesh::render()
 
        /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
                return;*/
-       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
-               return;*/
-       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
+       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
                return;
+       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
+               return;*/
 
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-       driver->setMaterial(m_material);
        
-       const s16 grid_radius_i = 12;
-       const float grid_size = BS*50;
+       //const s16 grid_radius_i = 12;
+       //const float grid_size = BS*50;
+       const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
+       const float grid_size = BS*MAP_BLOCKSIZE;
        const v2f grid_speed(-BS*0, 0);
        
        // Position of grid noise origin in world coordinates
@@ -125,10 +184,19 @@ void FarMesh::render()
        for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
        for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
        {
+               /*// Don't draw very close to player
+               s16 dd = 3;
+               if(zi > -dd && zi < dd && xi > -dd && xi < dd)
+                       continue;*/
+
                v2s16 p_in_noise_i(
                        xi+center_of_drawing_in_noise_i.X,
                        zi+center_of_drawing_in_noise_i.Y
                );
+               
+               // If sector was drawn, don't draw it this way
+               if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
+                       continue;
 
                /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
                        continue;*/
@@ -159,32 +227,50 @@ void FarMesh::render()
                                (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
                                m_seed, 3, 0.5);*/
                
-               float noise[4];
-               noise[0] = ground_height(m_seed, v2s16(
+               HeightPoint hps[5];
+               hps[0] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+0)*grid_size/BS,
                                (p_in_noise_i.Y+0)*grid_size/BS));
-               noise[1] = ground_height(m_seed, v2s16(
+               hps[1] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+0)*grid_size/BS,
                                (p_in_noise_i.Y+1)*grid_size/BS));
-               noise[2] = ground_height(m_seed, v2s16(
+               hps[2] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+1)*grid_size/BS,
                                (p_in_noise_i.Y+1)*grid_size/BS));
-               noise[3] = ground_height(m_seed, v2s16(
+               hps[3] = ground_height(m_seed, v2s16(
                                (p_in_noise_i.X+1)*grid_size/BS,
                                (p_in_noise_i.Y+0)*grid_size/BS));
-
+               v2s16 centerpoint(
+                               (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
+                               (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
+               hps[4] = ground_height(m_seed, centerpoint);
+               
+               float noise[5];
                float h_min = BS*65535;
                float h_max = -BS*65536;
-               for(u32 i=0; i<4; i++)
+               float ma_avg = 0;
+               float h_avg = 0;
+               u32 have_sand_count = 0;
+               float tree_amount_avg = 0;
+               for(u32 i=0; i<5; i++)
                {
+                       noise[i] = hps[i].gh + hps[i].ma;
                        if(noise[i] < h_min)
                                h_min = noise[i];
                        if(noise[i] > h_max)
                                h_max = noise[i];
+                       ma_avg += hps[i].ma;
+                       h_avg += noise[i];
+                       if(hps[i].have_sand)
+                               have_sand_count++;
+                       tree_amount_avg += hps[i].tree_amount;
                }
+               ma_avg /= 5.0;
+               h_avg /= 5.0;
+               tree_amount_avg /= 5.0;
+
                float steepness = (h_max - h_min)/grid_size;
                
-               float h_avg = (noise[0]+noise[1]+noise[2]+noise[3])/4.0;
                float light_f = noise[0]+noise[1]-noise[2]-noise[3];
                light_f /= 100;
                if(light_f < -1.0) light_f = -1.0;
@@ -193,12 +279,17 @@ void FarMesh::render()
                //light_f /= 2.0;
                
                v2f p1 = p0 + v2f(1,1)*grid_size;
-
+               
+               bool ground_is_sand = false;
+               bool ground_is_rock = false;
+               bool ground_is_mud = false;
                video::SColor c;
                // Detect water
                if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
                {
-                       c = video::SColor(128,59,86,146);
+                       //c = video::SColor(255,59,86,146);
+                       c = video::SColor(255,82,120,204);
+
                        /*// Set to water level
                        for(u32 i=0; i<4; i++)
                        {
@@ -207,10 +298,39 @@ void FarMesh::render()
                        }*/
                        light_f = 0;
                }
+               // Steep cliffs
                else if(steepness > 2.0)
-                       c = video::SColor(128,128,128,128);
+               {
+                       c = video::SColor(255,128,128,128);
+                       ground_is_rock = true;
+               }
+               // Basic ground
                else
-                       c = video::SColor(128,107,134,51);
+               {
+                       if(ma_avg < 2.0*BS)
+                       {
+                               c = video::SColor(255,128,128,128);
+                               ground_is_rock = true;
+                       }
+                       else
+                       {
+                               if(h_avg <= 2.5*BS && have_sand_count >= 2)
+                               {
+                                       c = video::SColor(255,210,194,156);
+                                       ground_is_sand = true;
+                               }
+                               else
+                               {
+                                       /*// Trees if there are over 0.01 trees per MapNode
+                                       if(tree_amount_avg > 0.01)
+                                               c = video::SColor(255,50,128,50);
+                                       else
+                                               c = video::SColor(255,107,134,51);*/
+                                       c = video::SColor(255,107,134,51);
+                                       ground_is_mud = true;
+                               }
+                       }
+               }
                
                // Set to water level
                for(u32 i=0; i<4; i++)
@@ -223,7 +343,9 @@ void FarMesh::render()
                if(b < 0) b = 0;
                if(b > 2) b = 2;
                
-               c = video::SColor(128, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+               c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+               
+               driver->setMaterial(m_materials[0]);
 
                video::S3DVertex vertices[4] =
                {
@@ -235,9 +357,54 @@ void FarMesh::render()
                u16 indices[] = {0,1,2,2,3,0};
                driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
                                video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+
+               // Add some trees if appropriate
+               if(tree_amount_avg >= 0.0065 && steepness < 1.4
+                               && ground_is_mud == true)
+               {
+                       driver->setMaterial(m_materials[1]);
+                       
+                       float b = m_brightness;
+                       c = video::SColor(255, b*255, b*255, b*255);
+                       
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(p0.X,noise[0],p0.Y,
+                                                       0,0,0, c, 0,1),
+                                       video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
+                                                       0,0,0, c, 0,0),
+                                       video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
+                                                       0,0,0, c, 1,0),
+                                       video::S3DVertex(p1.X,noise[2],p1.Y,
+                                                       0,0,0, c, 1,1),
+                               };
+                               u16 indices[] = {0,1,2,2,3,0};
+                               driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+                                               video::EVT_STANDARD, scene::EPT_TRIANGLES,
+                                               video::EIT_16BIT);
+                       }
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(p1.X,noise[3],p0.Y,
+                                                       0,0,0, c, 0,1),
+                                       video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
+                                                       0,0,0, c, 0,0),
+                                       video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
+                                                       0,0,0, c, 1,0),
+                                       video::S3DVertex(p0.X,noise[1],p1.Y,
+                                                       0,0,0, c, 1,1),
+                               };
+                               u16 indices[] = {0,1,2,2,3,0};
+                               driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+                                               video::EVT_STANDARD, scene::EPT_TRIANGLES,
+                                               video::EIT_16BIT);
+                       }
+               }
        }
 
-       driver->clearZBuffer();
+       //driver->clearZBuffer();
 }
 
 void FarMesh::step(float dtime)
@@ -245,9 +412,11 @@ void FarMesh::step(float dtime)
        m_time += dtime;
 }
 
-void FarMesh::update(v2f camera_p, float brightness)
+void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
 {
        m_camera_pos = camera_p;
        m_brightness = brightness;
+       m_render_range = render_range;
 }
 
+